The starting Strength and Weakness cards are non-specific.
The starting strength and weakness cards are less specific and just echo the 'nature' of the character. The cards might just say something such as 'You use your natural talents successfully' (Strength) or 'Your natural talents fail you' (weakness).
I have found that trying to write a move around a strength or weakness that shows a very specific aspect of the character that might not be relevant to the current scene can lead to very artificial and contrived moves.
Having the initial strength/weakness cards be a bit like 'jokers' that can be used to represent any of the traits etc listed on the Nature card can be a lot more liberating and allow new players to become familiar with the system and emphasise the nature of their character in the early scenes.
The wild cards can still be used to define more specific aspects of a character, with the benefit that these more specific aspects only need to be defined later in the game once players are familiar with the other players characters and the setting and type of story being told.
You can see an example of a game where I have tried to use this idea of the initial strength and weakness cards being non-specific here: https://storium.com/game/planet-of-adventure-a-storium-variant-playtest
Thanks.
Players can choose or create any starting cards they want, so if they want more general cards they can create them (or choose from the narrator cards).